Social exclusion, power and video game play : new research in digital media and technology
Resource Information
The work Social exclusion, power and video game play : new research in digital media and technology represents a distinct intellectual or artistic creation found in University of Missouri-St. Louis Libraries. This resource is a combination of several types including: Work, Language Material, Books.
The Resource
Social exclusion, power and video game play : new research in digital media and technology
Resource Information
The work Social exclusion, power and video game play : new research in digital media and technology represents a distinct intellectual or artistic creation found in University of Missouri-St. Louis Libraries. This resource is a combination of several types including: Work, Language Material, Books.
- Label
- Social exclusion, power and video game play : new research in digital media and technology
- Title remainder
- new research in digital media and technology
- Statement of responsibility
- edited by David G. Embrick, J. Talmadge Wright, and Andras Lukacs
- Subject
-
- Video games -- Social aspects
- Electronic books
- Fantasy games -- Social aspects
- Fantasy games -- Social aspects
- GAMES -- Role Playing & Fantasy
- GAMES -- Video & Electronic
- Leisure -- Social aspects
- Leisure -- Social aspects
- Role playing -- Social aspects
- Role playing -- Social aspects
- SOCIAL SCIENCE -- Media Studies
- SOCIAL SCIENCE -- Popular Culture
- TECHNOLOGY & ENGINEERING -- Social Aspects
- TECHNOLOGY & ENGINEERING -- Telecommunications
- Video games -- Social aspects
- Language
- eng
- Summary
- "We divide this book into three major sections that address major issues of social exclusion, power and liberatory fantasies in virtual play. The first section, social-psychological implications of virtual gameplay, highlights recent research that examines how the virtual realms of MMORPGs and other games shape emotion and influence social interactions between players within the game. Section two features studies that entertain questions on the marketing of race and gender stereotypes in video games and how (and if) traditional forms of social inequality are reproduced or contested in virtual realms. Finally, section three offers insight on game fans and virtual play. Specifically, the contributions in this section explore the relationship between software developers and game fans"--
- Assigning source
- Provided by publisher
- Cataloging source
- N$T
- Dewey number
- 794.8
- Index
- index present
- LC call number
- GV1469.34.S63
- LC item number
- S64 2012eb
- Literary form
- non fiction
- Nature of contents
-
- dictionaries
- bibliography
Context
Context of Social exclusion, power and video game play : new research in digital media and technologyWork of
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- Social exclusion, power and video game play : new research in digital media and technology, edited by David G. Embrick, J. Talmadge Wright, and Andras Lukacs
- Social exclusion, power and video game play : new research in digital media and technology, edited by David G. Embrick, J. Talmadge Wright, and Andras Lukacs
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<div class="citation" vocab="http://schema.org/"><i class="fa fa-external-link-square fa-fw"></i> Data from <span resource="http://link.umsl.edu/resource/g1iyF8lI5YA/" typeof="CreativeWork http://bibfra.me/vocab/lite/Work"><span property="name http://bibfra.me/vocab/lite/label"><a href="http://link.umsl.edu/resource/g1iyF8lI5YA/">Social exclusion, power and video game play : new research in digital media and technology</a></span> - <span property="potentialAction" typeOf="OrganizeAction"><span property="agent" typeof="LibrarySystem http://library.link/vocab/LibrarySystem" resource="http://link.umsl.edu/"><span property="name http://bibfra.me/vocab/lite/label"><a property="url" href="http://link.umsl.edu/">University of Missouri-St. Louis Libraries</a></span></span></span></span></div>